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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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Namespaces | |
| namespace | Experimental |
| namespace | Private |
Classes | |
| struct | FBackendStats |
| struct | FInitParams |
| class | FNullVirtualizationSystem |
| struct | FPayloadActivityInfo |
| struct | FPullRequest |
| struct | FPushRequest |
| struct | FPushResult |
| struct | FRehydrationInfo |
| struct | FRehydrationResult |
| struct | FVirtualizationResult |
| class | IPayloadProvider |
| class | IVirtualizationSystem |
Typedefs | |
| using | FAnalyticsRecordEvent = TTSMulticastDelegate< void(const FString &, const TArray< FAnalyticsEventAttribute > &, EAnalyticsFlags)> |
Enumerations | |
| enum class | EAnalyticsFlags : uint32 { None = 0 , Flush = 1 << 0 } |
| enum class | EStorageType : int8 { Cache = 0 , Persistent } |
| enum class | EQueryResult : int8 { Success = 0 , Failure_Unknown , Failure_NotImplemented } |
| enum class | EPayloadStatus : int8 { Invalid = -1 , NotFound = 0 , FoundPartial , FoundAll } |
| enum class | EVirtualizationResult : uint8 { Success = 0 , Failed } |
| enum class | ERehydrationResult : uint8 { Success = 0 , Failed } |
| enum class | EPayloadFilterReason : uint16 { None = 0 , Asset = 1 << 0 , Path = 1 << 1 , MinSize = 1 << 2 , EditorBulkDataCode = 1 << 3 , MapContent = 1 << 4 } |
| enum class | EVirtualizationOptions : uint32 { None = 0 , Checkout = 1 << 0 } |
| enum class | ERehydrationOptions : uint32 { None = 0 , Checkout = 1 << 0 } |
| enum class | EInitializationFlags : uint32 { None = 0 , ForceInitialize = 1 << 0 } |
Functions | |
| Private::IVirtualizationSystemFactory * | FindFactory (FName SystemName) |
| bool | ShouldLazyInitializeSystem (const FConfigFile &ConfigFile) |
| FName | FindSystemToMount (const FConfigFile &ConfigFile) |
| void | Initialize (EInitializationFlags Flags) |
| void | Initialize (const FInitParams &InitParams, EInitializationFlags Flags) |
| bool | ShouldInitializePreSlate () |
| void | Shutdown () |
| FAnalyticsRecordEvent & | GetAnalyticsRecordEvent () |
| ENUM_CLASS_FLAGS (EPayloadFilterReason) | |
| ENUM_CLASS_FLAGS (EVirtualizationOptions) | |
| ENUM_CLASS_FLAGS (ERehydrationOptions) | |
| ENUM_CLASS_FLAGS (EInitializationFlags) | |
Variables | |
| TUniquePtr< IVirtualizationSystem > | GVirtualizationSystem = nullptr |
| FName | GVirtualizationSystemName |
| constexpr uint16 | NumPayloadFilterReasons = 6 |
| using UE::Virtualization::FAnalyticsRecordEvent = typedef TTSMulticastDelegate<void(const FString&, const TArray<FAnalyticsEventAttribute>&, EAnalyticsFlags)> |
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This enum describes the reasons why a payload may not be virtualized
| Enumerator | |
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| None | Not filtered, the payload can be virtualized |
| Asset | Filtered due to the asset type of the owning UObject |
| Path | Filtered due to the path of the owning UPackage |
| MinSize | Filtered because the payload size is below the minimum size for virtualization |
| EditorBulkDataCode | Filtered because the owning editor bulkdata had virtualization disabled programmatically |
| MapContent | Filtered because the package is either a UMap or the owning editor bulkdata is under a UMapBuildDataRegistry |
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Describes the status of a payload in regards to a backend storage system
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The result of a query. Success indicates that the query worked and that the results are valid and can be used. Any other value indicates that the query failed in some manner and that the results cannot be trusted and should be discarded.
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| UE::Virtualization::ENUM_CLASS_FLAGS | ( | EInitializationFlags | ) |
| UE::Virtualization::ENUM_CLASS_FLAGS | ( | EPayloadFilterReason | ) |
| UE::Virtualization::ENUM_CLASS_FLAGS | ( | ERehydrationOptions | ) |
| UE::Virtualization::ENUM_CLASS_FLAGS | ( | EVirtualizationOptions | ) |
| Private::IVirtualizationSystemFactory * UE::Virtualization::FindFactory | ( | FName | SystemName | ) |
Utility function for finding a IVirtualizationSystemFactory for a given system name
| FName UE::Virtualization::FindSystemToMount | ( | const FConfigFile & | ConfigFile | ) |
| CORE_API FAnalyticsRecordEvent & UE::Virtualization::GetAnalyticsRecordEvent | ( | ) |
This event is used by the virtualization system to send analytics events. Telemetry systems that wish to process asset virtualization events should register to this. Note that these events could be raised on different threads so the listener will need to be threadsafe.
| CORE_API void UE::Virtualization::Initialize | ( | const FInitParams & | InitParams, |
| EInitializationFlags | Flags | ||
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This version of Initialize takes parameters via the FInitParams structure.
| CORE_API void UE::Virtualization::Initialize | ( | EInitializationFlags | Flags | ) |
Creates the global IVirtualizationSystem if it has not already been set up. This can be called explicitly during process start up but it will also be called by IVirtualizationSystem::Get if it detects that the IVirtualizationSystem has not yet been set up.
This version will use the default values of FInitParams.
Returns if the system should be initialized before the slate system has been initialized or not.
Originally the VA system would be initialized as early as possible, but this would occur before slate has been set up and prevents us from initiating interactive dialogs. Now that we have the firm rule that engine content cannot be virtualized it should be safe for us to initialize the system after slate allowing dialogs.
This function exists so that a project could opt into the original behavior by setting the config file value "engine.ini:[Core.ContentVirtualization]:InitPreSlate=true" This is only provided as a way for teams to quickly fix any issue that the later initialization might cause and is not a long term feature. This will be deprecated and removed in future releases.
Note that this is only really supported in the editor as we use the global config file, not one provided. Standalone programs should just initialize the system as needed.
| bool UE::Virtualization::ShouldLazyInitializeSystem | ( | const FConfigFile & | ConfigFile | ) |
Utility determining if the virtualization system should be initialized immediately or on first use
Shutdowns the global IVirtualizationSystem if it exists. Calling this is optional as the system will shut itself down along with the rest of the engine.
| TUniquePtr<IVirtualizationSystem> UE::Virtualization::GVirtualizationSystem = nullptr |
| FName UE::Virtualization::GVirtualizationSystemName |